Instead of sublimity on a physical scale, maeve impresses on
the technological scale; even
its debugging mode is a work of
display art (see Figure 2).
March + April 2010
interactions
sole object of interest in a large
public room that is dark and
illuminated by screens. Like
its cinematic forebear, maeve
dominates the room, reducing its users to silhouettes and
shadows. Participants are most
visible and present when they
are interacting with maeve.
Maeve allows for no learn-
ing curve; users cannot take
it home and get to know it at
their own pace. New users
are facing a technology with
the aesthetic stylings of the
future; users are positioned as
if they were in maeve’s past and
needed to catch up. As we have
suggested, to use maeve is to
be onstage: One’s interactions
on the table are projected on
an even larger screen placed on
a wall; they become visible to
strangers from an even greater
distance. Maeve thus ampli-
fies the perceptual domination
of the movie theater with a
cognitive one; this advanced
and futuristic software system
turns a private practice into a
public performance.
Discussion
What we have done so far is to
apply three different perspectives to a common point of
departure, and it is clear that
maeve can be understood in
quite different ways depending
on who is doing the criticism.
Does that mean that everything
is up in the air, that it is all a
matter of taste? What would
looking at a demo and writing down what you thought of
it have to do with the aim of
nurturing interaction design
knowledge?
The point is that our perspectives are relevant for pushing
the state of the art in the field